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CreateDepthStencilView() return E_INVALIDARG


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#1 Wrath87   Members   -  Reputation: 110

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Posted 23 June 2012 - 06:00 AM

Greetings,

Actually I have a double problem with the DepthStencilView creation. On one side when I try to create the depth stencil view with a given D3D11_DEPTH_STENCIL_VIEW_DESC structure I get an "An invalid argument was passed to the returning function." error mesage; and on the other side if I set this parameter to 0, nothing is drawn onto my screen.
Here's the correspoding code snipet:
[source lang="cpp"]D3D11_TEXTURE2D_DESC depthStencil_DESCRIPTOR; ZeroMemory(&depthStencil_DESCRIPTOR, sizeof(D3D11_TEXTURE2D_DESC)); depthStencil_DESCRIPTOR.Width = ClientWidth; depthStencil_DESCRIPTOR.Height = ClientHeight; depthStencil_DESCRIPTOR.MipLevels = 1; depthStencil_DESCRIPTOR.ArraySize = 1; depthStencil_DESCRIPTOR.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencil_DESCRIPTOR.SampleDesc.Count = 4; depthStencil_DESCRIPTOR.SampleDesc.Quality = m4xMsaaQuality - 1; depthStencil_DESCRIPTOR.Usage = D3D11_USAGE_DEFAULT; depthStencil_DESCRIPTOR.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencil_DESCRIPTOR.CPUAccessFlags = 0; depthStencil_DESCRIPTOR.MiscFlags = 0; ID3D11Texture2D* depthStencilBuffer; result = m_Device->CreateTexture2D(&depthStencil_DESCRIPTOR, 0, &depthStencilBuffer); if (FAILED(result)) return false; D3D11_DEPTH_STENCIL_DESC DepthStencilState_DESCRIPTOR; ZeroMemory(&DepthStencilState_DESCRIPTOR, sizeof(D3D11_DEPTH_STENCIL_DESC)); DepthStencilState_DESCRIPTOR.DepthEnable = true; DepthStencilState_DESCRIPTOR.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; DepthStencilState_DESCRIPTOR.DepthFunc = D3D11_COMPARISON_LESS; DepthStencilState_DESCRIPTOR.StencilEnable = true; DepthStencilState_DESCRIPTOR.StencilReadMask = 0xFF; DepthStencilState_DESCRIPTOR.StencilWriteMask = 0xFF; // Stencil Operations on Front facing pixels DepthStencilState_DESCRIPTOR.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; DepthStencilState_DESCRIPTOR.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; DepthStencilState_DESCRIPTOR.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; DepthStencilState_DESCRIPTOR.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Stencil operations on Back facint pixels DepthStencilState_DESCRIPTOR.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; DepthStencilState_DESCRIPTOR.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; DepthStencilState_DESCRIPTOR.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; DepthStencilState_DESCRIPTOR.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; result = m_Device->CreateDepthStencilState(&DepthStencilState_DESCRIPTOR, &m_DepthStencilState); if (FAILED(result)) return false; m_Context->OMSetDepthStencilState(m_DepthStencilState, 1); D3D11_DEPTH_STENCIL_VIEW_DESC DepthStencilView_DESCRIPTOR; ZeroMemory(&DepthStencilView_DESCRIPTOR, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC)); DepthStencilView_DESCRIPTOR.Format = depthStencil_DESCRIPTOR.Format; DepthStencilView_DESCRIPTOR.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; DepthStencilView_DESCRIPTOR.Texture2D.MipSlice = 0; result = m_Device->CreateDepthStencilView(depthStencilBuffer, &DepthStencilView_DESCRIPTOR, &m_DepthStencilView); if (FAILED(result)) return false;[/source]

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#2 MJP   Moderators   -  Reputation: 11774

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Posted 23 June 2012 - 04:40 PM

Your dimension for the DSV needs to be D3D11_DSV_DIMENSION_TEXTURE2DMS if the Texture2D was created with multisampling. Also if you pass the D3D11_CREATE_DEVICE_DEBUG flag when creating your device you will get descriptive error messages in the debug output window.




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